I'm a doctor, not a mechanic

UE2:U2PlayerController states (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 10:11, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Contents

U2PlayerController states in other games:
U2XMP
Other member categories for this class:
instance functions

States[edit]

FallingOutOfWorld[edit]

Extends: PlayerController.CantMove

Ignores: FellOutOfWorld

FallingOutOfWorld.BeginState[edit]

event BeginState ()

Overrides: PlayerController.CantMove.BeginState


FallingOutOfWorld.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerController.CantMove.PlayerMove


GameEnded[edit]

Inherits from: PlayerController.GameEnded

Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, SeeEnemy, Suicide, TakeDamage

GameEnded.BeginState[edit]

event BeginState ()

Overrides: PlayerController.GameEnded.BeginState


GameEnded.CalcBehindView[edit]

function CalcBehindView (out Object.Vector CameraLocation, out Object.Rotator CameraRotation, float Dist)

Overrides: PlayerController.CalcBehindView (global)


GameEnded.CanGesture[edit]

function bool CanGesture ()

Overrides: CanGesture (global)


GameEnded.GetUseBarEnable[edit]

interface function bool GetUseBarEnable ()

Overrides: PlayerController.GetUseBarEnable (global)


GameEnded.GetUseText[edit]

interface function string GetUseText ()

Overrides: PlayerController.GetUseText (global)


GameEnded.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerController.GameEnded.PlayerMove


GutBlowed[edit]

Extends: PlayerController.CantMove

Ignores: HearNoise, KilledBy, NextWeapon, PrevWeapon, SeeEnemy, SwitchWeapon

GutBlowed.BeginState[edit]

event BeginState ()

Overrides: PlayerController.CantMove.BeginState


GutBlowed.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


GutBlowed.AltFire[edit]

exec function AltFire (optional float F)

Overrides: PlayerController.AltFire (global)


GutBlowed.Fire[edit]

exec function Fire (optional float F)

Overrides: PlayerController.Fire (global)


GutBlowed.GetUseBarEnable[edit]

interface function bool GetUseBarEnable ()

Overrides: PlayerController.GetUseBarEnable (global)


GutBlowed.GetUseText[edit]

interface function string GetUseText ()

Overrides: PlayerController.GetUseText (global)


GutBlowed.HandleMercyKilled[edit]

function HandleMercyKilled ()

Overrides: PlayerController.HandleMercyKilled (global)


GutBlowed.Reload[edit]

exec function Reload ()

Overrides: PlayerController.Reload (global)


GutBlowed.UnUse[edit]

exec function UnUse ()

Overrides: PlayerController.UnUse (global)


GutBlowed.Use[edit]

exec function Use ()

Overrides: PlayerController.Use (global)


Mantling[edit]

Ignores: AltFire, Fire

Mantling.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Mantling.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Mantling.MantleEnd[edit]

event MantleEnd ()

Overrides: MantleEnd (global)


Mantling.GetAccel[edit]

function Object.Vector GetAccel (Object.Vector X, Object.Vector Y, Object.Vector Z)


Mantling.HandleMove[edit]

function HandleMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)


Mantling.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerController.PlayerMove (global)


Mantling.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: PlayerController.ProcessMove (global)


PlayerWaiting[edit]

Inherits from: PlayerController.PlayerWaiting

Modifiers: auto

Ignores: HearNoise, NextWeapon, NotifyBump, PhysicsVolumeChange, PrevWeapon, SeeEnemy, SwitchToBestWeapon, TakeDamage

PlayerWaiting.EndState[edit]

simulated event EndState ()

Overrides: PlayerController.PlayerWaiting.EndState


PlayerWaiting.AllowSelectionMenuEscape[edit]

interface function bool AllowSelectionMenuEscape ()

Overrides: PlayerController.AllowSelectionMenuEscape (global)


PlayerWaiting.AltFire[edit]

exec function AltFire (optional float F)

Overrides: PlayerController.PlayerWaiting.AltFire


PlayerWaiting.ClientInitSpectating[edit]

function ClientInitSpectating (Object.Rotator InitialRotation, float PreMatchTime)

Overrides: ClientInitSpectating (global)


PlayerWaiting.DoRestartPlayer[edit]

function bool DoRestartPlayer ()


PlayerWaiting.Fire[edit]

exec function Fire (optional float F)

Overrides: PlayerController.PlayerWaiting.Fire


PlayerWaiting.GetUseBarEnable[edit]

interface function bool GetUseBarEnable ()

Overrides: PlayerController.GetUseBarEnable (global)


PlayerWaiting.GetUseText[edit]

interface function string GetUseText ()

Overrides: PlayerController.GetUseText (global)


PlayerWaiting.InitSpectating[edit]

function InitSpectating ()


PlayerWaiting.ServerRestartPlayer[edit]

simulated function ServerRestartPlayer ()

Overrides: PlayerController.PlayerWaiting.ServerRestartPlayer


PlayerWaiting.SetPreMatchTime[edit]

simulated function SetPreMatchTime (float NewTime)


PlayerWaiting.UnUse[edit]

exec function UnUse ()

Overrides: PlayerController.UnUse (global)


PlayerWaiting.Use[edit]

exec function Use ()

Overrides: PlayerController.Use (global)


PlayerWalking[edit]

Inherits from: PlayerController.PlayerWalking

Ignores: Bump, HearNoise, SeeEnemy

PlayerWalking.MantleBegin[edit]

event MantleBegin ()

Overrides: MantleBegin (global)


PlayerWalking.CanDodge[edit]

function bool CanDodge ()


PlayerWalking.CanGesture[edit]

function bool CanGesture ()

Overrides: CanGesture (global)


PlayerWalking.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: PlayerController.PlayerWalking.ProcessMove


WaitingToDeploy[edit]

Extends: PlayerController.CantMove

Ignores: HearNoise, KilledBy, NextWeapon, PrevWeapon, SeeEnemy, SwitchWeapon

WaitingToDeploy.BeginState[edit]

simulated event BeginState ()

Overrides: PlayerController.CantMove.BeginState


WaitingToDeploy.EndState[edit]

simulated event EndState ()

Overrides: Object.EndState (global)


WaitingToDeploy.AllowSelectionMenuEscape[edit]

interface function bool AllowSelectionMenuEscape ()

Overrides: PlayerController.AllowSelectionMenuEscape (global)


WaitingToDeploy.AltFire[edit]

exec function AltFire (optional float F)

Overrides: PlayerController.AltFire (global)


WaitingToDeploy.Fire[edit]

exec function Fire (optional float F)

Overrides: PlayerController.Fire (global)


WaitingToDeploy.GetUseBarEnable[edit]

interface function bool GetUseBarEnable ()

Overrides: PlayerController.GetUseBarEnable (global)


WaitingToDeploy.GetUseText[edit]

interface function string GetUseText ()

Overrides: PlayerController.GetUseText (global)


WaitingToDeploy.Jump[edit]

exec function Jump (optional float F)

Overrides: PlayerController.Jump (global)


WaitingToDeploy.NotifyDeployPointHacked[edit]

function NotifyDeployPointHacked ()

Overrides: NotifyDeployPointHacked (global)


WaitingToDeploy.ServerAltFire[edit]

function ServerAltFire (float F)

Overrides: ServerAltFire (global)


WaitingToDeploy.ServerSetDeployPoint[edit]

function ServerSetDeployPoint ()

Overrides: ServerSetDeployPoint (global)


WaitingToDeploy.ServerViewNextDeployPoint[edit]

function ServerViewNextDeployPoint ()

Overrides: ServerViewNextDeployPoint (global)


WaitingToDeploy.SetDeployPointView[edit]

function SetDeployPointView ()

Overrides: SetDeployPointView (global)


WaitingToDeploy.UnUse[edit]

exec function UnUse ()

Overrides: PlayerController.UnUse (global)


WaitingToDeploy.UpdateRotation[edit]

function UpdateRotation (float DeltaTime, float maxPitch)

Overrides: PlayerController.UpdateRotation (global)


WaitingToDeploy.Use[edit]

exec function Use ()

Overrides: PlayerController.Use (global)


Wounded[edit]

Inherits from: PlayerController.Wounded

Ignores: HearNoise, KilledBy, NextWeapon, PrevWeapon, SeeEnemy, SwitchWeapon

Wounded.BeginState[edit]

event BeginState ()

Overrides: PlayerController.CantMove.BeginState


Wounded.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Wounded.FellOutOfWorld[edit]

event FellOutOfWorld (Actor.eKillZType KillType)

Overrides: FellOutOfWorld (global)


Wounded.AltFire[edit]

exec function AltFire (optional float F)

Overrides: PlayerController.AltFire (global)


Wounded.DestroyPawn[edit]

function DestroyPawn ()


Wounded.Fire[edit]

exec function Fire (optional float F)

Overrides: PlayerController.Fire (global)


Wounded.GetUseBarEnable[edit]

interface function bool GetUseBarEnable ()

Overrides: PlayerController.GetUseBarEnable (global)


Wounded.GetUseText[edit]

interface function string GetUseText ()

Overrides: PlayerController.GetUseText (global)


Wounded.HandleMercyKilled[edit]

function HandleMercyKilled ()

Overrides: PlayerController.HandleMercyKilled (global)


Wounded.PawnDied[edit]

function PawnDied (Pawn P)

Overrides: PlayerController.PawnDied (global)


Wounded.Reload[edit]

exec function Reload ()

Overrides: PlayerController.Reload (global)


Wounded.ServerWaitToDeploy[edit]

function ServerWaitToDeploy ()

Overrides: ServerWaitToDeploy (global)


Wounded.UnUse[edit]

exec function UnUse ()

Overrides: PlayerController.UnUse (global)


Wounded.Use[edit]

exec function Use ()

Overrides: PlayerController.Use (global)